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FPS game 
Wizard and King

Description

A shooting game using a magical wand. It is a story about a wizard who saves the king and then gets betrayed and decides to take revenge. There are 6 levels in the game and I'm in charge of the 5th one, in which the wizard goes for revenge.

You can click on the below page to view the YouTube video of my level, and the video on Bilibili can be viewed by clicking on the video icon below.

The design document can be viewed by clicking on the document icon below.

Battle Journal

  1. Discuss the theme of the game with team members and divide up the levels.

  2. Discussed with the level makers before and after my level about how the game's storyline would connect, decided on level scene and theme, and made sure that the difficulty of the level was in between.

  3. Using Godot to build the castle level independently. Worte the text, designed and created the different enemies with different attack mechanisms, designed the castle map, the enemy distribution and the different routes to pass the level.

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Description

I learnt a lot during this game project, combining the theoretical knowledge taught in the lecture into practice.

The first thing to consider before proceeding with the design was the connection with the previous and following levels as well as the balance of difficulty. We first discussed the storyline of the game, the beginning and end states of each level, and the skills we learnt in the levels. For example, in the previous level, player learnt to stand on a box and lift off the ground, so I designed my own level with the chance to use this skill. I then had more specific discussions with my teammates who were responsible for the levels before and after to make sure that we were progressively increasing the difficulty to match the player's growth curve.

For the level design, I started by designing the map, dividing the castle into zones, the closer to the centre (where the king was located) the more numerous and more powerful the enemies became. The creation of the scene also took a lot of work. I set up an obvious landmark, the tower at the very centre of the castle, so that the player could see his destination at a glance. At the same time, I designed a variety of ways to pass through the castle, so that the player can choose to sneak into the castle from the wilderness, or to attack directly from the front. Enemies were also designed in 3 types. Very powerful, flying monsters that are stationed in the wilderness that can kill player with a single hit but have a small observation range; turret monsters that are responsible for long-range attacks but cannot move; and melee monsters that can chase and attack on land. I have distributed these 3 types of monsters in the castle map according to their characteristics.

The result of this game project was satisfactory. The downside was that we were supposed to have 7 levels, but the teammate in charge of the last level couldn't finish his level, so our wizard's adventure had an open-ending.

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